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(6) [AoS] Sunken Ruins

12-07-2008, 09:25 AM#1
Quillraven


Welcome to AoS Sunken Ruins!



The story

Once a year Lady Vashj arranges a battle till death on a small forsaken island. The warriors are her own troops who betrayed her or tried to betray her. She also banishes some heroes on the island, that were captured on her countless strives, to increase the fun. The reward of the winners is to be spared. The losers gets executed ... if they aren't already dead...



How to play it?

It's like a normal AoS like you all know it. The player controls one hero with 5 skills - 3 normal skills, 1 ultimate and one global aura for non-hero units.
The spawns use abilities like Freezing Breath, Slow or summoning abilities to make it more interesting.



...but is there anything special?

First of all there will be no real manacosts. It's like your hero has "actionpoints" - normals skills cost 10 actionpoints, ultimates 20 actionpoints and some item abilities 5 actionpoints. Your hero starts with about 100 actionpoints and regenerates them very slow (0.30 / sec). So you cannot only spam your spells all the time. You need to use them wisely. For example if you are going to push a lane you need to save some mana to have skills ready, when entering the enemy's base.

Second (but not really special) i tried to make interesting and tactical skills. Each hero has its own advantages/disadvantages. There will be caster heroes, who are good against enemy non-hero units. Supportheroes who support your own non-hero units and "disable" enemy heroes. Warriors who have the job of the tank and mid-strong anti unit abilitites. And the last one, the ranged agility heroes, whos job is to disable, slow and damage enemies from a long distance.

Third i included a little domination feature. There are three Temple of Tides, who can be overtaken by a "Domination" ability that each hero can use. It's a channeling spell that is interrupted if your hero takes damage. The more allied heroes channel on a Temple of Tides, the faster it will be dominated. On domination, the temple spawns some units to push the lane. After that it periodically spawns a random unit type to enforce the spawns of its lane. Additionaly each Temple contains its own unique aura. F.e. the southern temple increases your tower's damage.

Last but not least you can hire special Supermonster-heroes at your Altar of Depths. Each hero has its own abilities and advantages. The hydra f.e. is very useful against units.
These herospawns will attack a specified lane (can be specified in the altar) and save their level after death. So when you hire a hydra and it dies with level 9, it will regain this level when be hired again.
Additionaly each hero increases its ability with each fifth level.



Features
  • Language: English
  • Number of players: 10 human players (5v5)
  • Impressive abilities
  • many different monsters who are using their abilitites
  • Nearly infinite item combinations because orb effects are triggered (no stack problems)
  • Buyable Superspawns (heroes)
  • a small domination feature
  • Maximum herolevel: 20
  • 5 skills per hero: 3 normal, 1 ultimate, 1 global aura


Screenshots














Current state

Complete rework of an older version of this map.



Credits
  • Shadow.M4L -> Terrain
  • #inwc.de-maps -> Triggerhelp, Testing
  • FaustVIII -> Preview pic
  • Vexorian -> TimerUtils, TimedLoop, xe, BoundSentinel, PowerupSentinel, SimError
  • Rising_Dusk -> GroupUtils, IsTerrainPathable, UnitStatus, Buffsystem
  • Grim001 -> AutoIndex
  • peq -> Damage Detection System
  • Earth-Fury -> Bonusmod
  • Anitarf -> SpellEvent
  • Random people who created JNGP
  • Mc ! -> WindsBoots icon
  • JetFangInferno -> BreathOfFireMissile (Death Fumes Breath)
  • Hueter -> astro_Hero_BloodElf skin for Bloodmage
  • Buster -> PalmTree model



Have fun playing it

and

please give me some feedback

greetings
Quillraven

P.S.: The map is unprotected so if someone want to look at the triggers... just do it ;)
Attached Files
File type: w3x[AoS] Sunken Ruins 0.7c.w3x (1017.0 KB)
12-08-2008, 04:45 AM#2
Shade987
This actually doesn't look bad. The terrain is a touch bland, but otherwise, it seems quite worthy of being given a try. I'll take a look when I've got time.
12-16-2008, 05:51 PM#3
Quillraven
did you have time to test it?:)

btw, is there any good triggerer (jass with JNGP) who want to help me with this map? i have very few time atm and cannot include the 2 new heroes.

so if anyone has time and fun in making herospells, then u can include them by yourself (map is unprotected and credits will be added).
important is, that you use the "spell" struct and for missiles the "missile" struct the map contains in the spell category.


here my ideas for the firemage ( jaina model):
First: fireball -> fires a firebal towards a target location exploding when colliding with an enemy units, dealing damage to it and nearby foes.
AoE increases with strength and damage with intelligence

Second: fire protes -> cast it on a friendly unit to allow it to absorb some damage for the next 3 attacks or enforcing its own attack with the power of fire (damage over time).
3 fireballs rotate around the unit and when taking damage or dealing damage, a fireball disappears.
intelligence increases the amount of damage absorbed and the duration

Third: Detonate -> Enchants a friendly unit allowing it to detonate when dying. This explosion stuns nearby enemy units for a short duration and deals few damage.
strength increases the damage

Ultimate: Phoenix -> Jain transforms in a phoenix flying towards a target location enflaming the ground for a few seconds (damage per second) and dealing some instant damage when colliding with enemy units.
agility increases the flying speed, intelligence increases the instant damage and dot

Aura: Fire Aura -> gives friendly units a chance to cast a firebolt on their attacks.






Mountainking:
First: Stormbolt -> summons a stormbolt (channeling with lightningeffect to the stormboltunit) which flies after a few seconds towards a target, stunning it for a few seconds. When the stun buff disappears a lightning strikes on the target, dealing damage to it.
agility increases stuntime and strength increases damage

Second: Charge Hammer -> charges the hammer with the power of lightning, granting it some AoE damage and the chance to ministun those targets. Lasts a few seconds
intelligence increases the duration, agility increases the chance for ministun

Third: Hammertime -> when activated the hero counters incoming damage by throwing a hammer at the target, pushing it away for a short range and slowing its movement for a few seconds.
intelligence increases the duration, strength increases the pushback range

Ultimate: Summon Avatar (avatarform of mountainking) -> can cast chainlightning (non-hero units), forked lightning (single target only enemy hero) and has the bash ability.
lasts a few seconds
intelligence increases the summonduration

Aura: Aura of Storms -> whenever a friendly non-hero unit takes damage there is a chance that this attack summons a lightning bolt at the attacker, slowing its movement- and attackspeed for a few seconds.
12-17-2008, 10:42 PM#4
SeruK
Quote:
Language: Englisch

Heh.

--

M'man, I'll tell you right away you're going to need someone to fix up your spelling (tooltips and such).
12-18-2008, 03:41 PM#5
Quillraven
Quote:
Originally Posted by SeruK
Heh.

--

M'man, I'll tell you right away you're going to need someone to fix up your spelling (tooltips and such).

tooltips and SUCH - what you mean with SUCH ? :)


and tooltips:
hm tell me an example for a mistake. i let them read by friends and they normally understand the tooltips and can't find any mistakes.
12-18-2008, 10:54 PM#6
SeruK
Quote:
Originally Posted by Quillraven
tooltips and SUCH - what you mean with SUCH ? :)


and tooltips:
hm tell me an example for a mistake. i let them read by friends and they normally understand the tooltips and can't find any mistakes.
Pardon me I just assumed you weren't a spelling bee when I saw you spelling English wrong, but it looks good enough when I actually opened the map. What you could work on is the grammar.
F.ex., this ability:

Quote:
Originally Posted by Protector of Nature | Roots Bomb
Applies a seed to a friendly unit, making it explode after 4 seconds to entangle all nearby units immobilizing them and dealing damage per second.

Quite messy. Should look something like this:

Quote:
Originally Posted by Protector of Nature | Roots Bomb
Applies a seed to the target friendly unit which will explode in 4 seconds. All nearby units will be entangled; immobilizing them and dealing damage per second.

--

Now I don't want to look like Adolf von Grammar but I reckon having readable tooltips is a pro. :P
12-18-2008, 11:06 PM#7
TotallyAwesome
SeruK, that looks as if it was written by blizzard themselves.
12-18-2008, 11:14 PM#8
SeruK
Quote:
Originally Posted by TotallyAwesome
SeruK, that looks as if it was written by blizzard themselves.
Nah, it's not quite the same structure. It should work though.
01-09-2009, 05:31 PM#9
Quillraven
Changelog 0.3a

Changelog:

Balance:
  • hp of units/heroes decreased
  • towers weakened
  • AoE of freezing shards decreased
  • fire/frostclaws and voodoo amulet increased chance of effect. effect power itself decreased
  • basic manareg reduced to 0.03
  • building hp decreased
  • behemoth hpreg and as decreased
  • basecritmulti of berserk increased
  • warrior ms increased to 290 (basic ms of heroes is 270)
  • bounty increased by all units but dragonturtle and royal guard
  • shadow strike's damage of coatls increased
  • spiked fur chance increased to 30%
  • warrior base hp reg decresed to 0.25 (all heroes now have 0.25 base hp reg)
  • ancient barrier absorbs less damage

Gameplay:
  • Follow Through Time of watermage's spells fixed ( he had the values of the jaina model )
  • map is now 5v5 instead of 3v3
  • added 2 teleporter to instantly switch between top and bottom lane
  • each 10th int point now increases max mana by 1
  • xp gain rate increased by 20% ( 165% now )
  • coral beds's hp reg increased and they regenerate 1 mana point every 10 seconds
  • goldcosts of items decreased -> faster game
  • hp reg bonus per strength point decreased
  • towers now have a second anti-hero attack

Other:
  • Added new hero: Firemage
  • tooltipfix of bloodlust
  • Tooltip of ancient barrier edited ( the absorbed damage is now in the "quick info preview" )
  • tooltipfix of wand of inner silence
  • Myrmidon Assassin's units' color is now darker
  • added some lilly pads to the terrain
  • warrior's ultimate target point (where he stops the sliding) depends now on the casting point
  • duration added in the tooltips of berserk and rampage (warrior)
  • tooltipfix of ancient barrier buff


map added to the first post


hf :)

edit: can any mod pls rename the thread in (10) AoS ... instead of (6) AoS ... ?
01-20-2009, 11:53 AM#11
Quillraven
Changelog 0.4c

Changelog:

Balance:
  • reduced hp of units/heroes/structures
  • weakened towers
  • reduced AoE of freezing shards
  • reduced the healamount of water elementals
  • items with %chance to do something -> increased the chances/weakened the effects
  • reduced manaregeneration to 0.30 instead of 0.70 (look gameplay changes)
  • reduced damage of fireball
  • rediced hpreg and AS of behemoth
  • increased basecritmulti of berserk
  • increased ms of warrior by 10; reduced basearmor, AS and basedamage; also reduced the hpreg to the default value (0.25)
  • increased bounty of all units but dragonturtle and royal guard
  • increased the damage of coatl's shadow strike
  • increased spiked fur chance to 30%
  • reduced absorbed damage of ancient barrier
  • ancient barrier can now be cast on "self"
  • reduced goldcost of herospawns by 600
  • increased AS and attackrange of treants
  • reduced bounty of treants
  • reduced duration of natural morph
  • reduced armorreductionbonus from 6% to 4%
  • reduced as of the last frosttower
  • reduced duration of rampage/increased the damage
  • swapped the basehp between hydra and mur'loc
  • increased the basermor/AS of mur'loc
  • increased damage of poison cage
  • reduced hpreg of self-rejuvination

Gameplay:
  • increased the maximum number of players to 10 (5v5)
  • added teleporter in the middle of the top/bottom lane to swap faster between these lanes
  • increased xp gain rate from 145% to 165%
  • increased the hpreg effect of coral beds and added a mana reg effect ( 1 mana per each fifth second )
  • changed goldcost of most of the items ( mostly reduced costs )
  • rediced hpreg bonus per strength
  • added a second attack to towers (anti-hero attack)
  • fire arrows' aoe now focus more around the target point
  • heroes are now invulnerable for 9 seconds after being revived
  • units spawn 5 seconds faster
  • multiplied all mana based things by 10 (manacosts, manaboni, manaburns, etc. )
  • each int point now increases mana by 1
  • increased minimum bounty for heroes to 30
  • players now start with 200 gold
  • added a maximum duration of 30 seconds to ancient barrier
  • you now gain 100% of the itemcost when sold
  • reduced the sightradius for KI-units to 700
  • reduced heroes' sightradius to 1200
  • reduced sightradius of "normal" units to 800
  • you can now always look at a shop's items (they have a 100 sightradius and share vision)

Other:
  • new shop (wagon model): this shop sells charged items
  • new hero: dwarf
  • new hero: death knight
  • new hero: night raven
  • new items: protection items (the first 3 shops are now full)
  • ranger remake: her ultimate is now a normal spell; removed arrow volley -> new ultimate: arrow trap
  • tooltipfix of bloodlust
  • ultimate speed of firemage and warrior now depend on the target point
  • removed the transparence of myrmidon assassins but color is darker
  • added the duration info of the warriorspells to their tooltips
  • tooltipfix of ancient barrier buff
  • added the max duration info to the wraith of nature tooltip
  • bugfix: treant damage wasn't detected as physical damage
  • fixed icon of ancient barrier buff
  • item type highlighting in item tooltips
  • fixed SFX of recipes (some recipes of the voodoo lounge had the SFX of drak'thul )
  • phoenix now has a small sight radius to see where your hero flies ( it disappeared in the fog of war)
  • remake of hero selection system: all players now choose from a heropool in the middle of the map (no more "dualheroes" allowed)
  • remake of mappreload: map now starts with a normal "starttext". after 4 seconds the hero selection starts (in this 4 seconds i preload the abilitites,units and heroes)
  • new spell for mur'loc: poison cloud
  • new spell for hydra: hex
  • herospawns now increase their abilitites during a levelup (before: they only increased their abilitites when entering the map)
  • added some error inquiries when heroes where casting spells and dropped out of the game or left
  • did some performance optimizations
  • replaced the target SFX of rampage
  • when herospawns die, they will be removed from the game -> saves more memory and the scoreboard at the end of the game doesn't show multiple herospawnicons
  • changed the ping effect when overtaking a temple of tides (green ping when your team controls it, red ping when the enemy's team control it)


!!! IMPORTANT !!!
the attached map is only a 4v4 (because there are only 8 heroes ready yet) map so please close the fifth player slot of each team.
!!! IMPORTANT !!!



hf playing ;)

Quillraven
03-10-2009, 02:45 PM#12
Neversleeping
Quote:
!!! IMPORTANT !!!
the attached map is only a 4v4 (because there are only 8 heroes ready yet) map so please close the fifth player slot of each team.
!!! IMPORTANT !!!

Why don't you close the fifth player slot on the map settings?
10-11-2010, 02:00 PM#13
Quillraven
forgot that i had a thread about this project here too.

i am again working on the map and since i forgot about some versionupdating here, it will look like a complete remake (actual version will be 0.7).

here is an overview of the new terrain:



and 3 movies to 3 reworked heroes:
http://www.youtube.com/watch?v=DOrQK...layer_embedded
http://www.youtube.com/watch?v=UrDoz...layer_embedded
http://www.youtube.com/watch?v=ip50a...layer_embedded


i hope i can release a playable test version within the next 2 or 3 weeks.


edit:
fixed the post. wtf were those english typos oO i must have been totally confused
10-11-2010, 03:41 PM#14
HyperActive
It looks nice. I like the major upgrade on the terrain.
I'll be checking this thread for that playable test.
10-26-2010, 01:17 PM#15
Quillraven
k here is a debug version of the current version i am working on.

there are 3 reworked heroes already and multiple hero picking is allowed by now. i hope i can rework 2 or 3 more heroes until next sunday.

i will then give a changelog of the changes that i know. maybe some of you can test the map and give me feedback on bugs/imbalances,etc..
Attached Files
File type: w3x[AoS] Sunken Ruins 0.7.w3x (962.2 KB)